Thousand Bones

Chimalsi Kybwa'ka's page

20 posts. Alias of Luke_Parry.


Full Name

Chimalsi Kybwa'ka

Race

Half-Elf

Gender

Male

Size

Medium

Age

21

Alignment

Neutral

Deity

Shimye-Magalla

Location

Mwangi Expanse

Languages

Common, Elven

Strength 10
Dexterity 18
Constitution 12
Intelligence 12
Wisdom 14
Charisma 14

About Chimalsi Kybwa'ka

Hunted Shot: [dice]1d20+7[/dice], for [dice]1d8[/dice] damage.
Hunted Shot: [dice]1d20+4[/dice], for [dice]1d8[/dice] damage.
Iterative: [dice]1d20+1[/dice], for [dice]1d8[/dice] damage.
Iterative: [dice]1d20+1[/dice], for [dice]1d8[/dice] damage.

He then tosses an Electric Arc...

Electric Arc: [dice]1d4+3[/dice] Electricity damage, DC 15 Reflex for half.

...before casting Shield, which causes a tracery of golden scales to glow across his skin.

Senses: Low Light Vision, Perception(E) +7
Speed: 25 ft

AC: 18 (10 + 1 (Leather) + 3 (T) + 4 Dex)

Stamina Points: 11/11
Hit Points: 11/11
Resolve Points: 5/5

Fort(E): +6 Ref(E): +9 Will(E): +7

Combat:
Unarmed(T)
Simple(T)
Martial(T)
Unarmoured(T)
Light(T)
Medium(T)

Spell Attack (T) +5

Spell DC (T) 15

Melee
Shortsword (T): +7 to hit; Dmg 1d6; Type P/S; Agile; Finesse

Ranged
Longbow(T): +7 to hit; Dmg 1d8; Type P; Range 100'; Deadly (d10); Volley (30')

Skills:
Acrobatics (Dex) - (T) +7
Arcana (Int) - (T) +4
Athletics (Str) - (U) +0
Crafting (Int) - (U) +1
Deception (Cha) - (U) +1
Diplomacy (Cha) - (T) +5
Intimidation (Cha) - (T) +5
Warfare Lore (Int) - (T) +4
Medicine (Wis) - (T) +5
Nature (Wis) - (T) +5
Occultism (Int) - (U) +1
Performance (Cha) - (T) +5
Religion (Wis) - (T) +5
Society (Int) - (U) +1
Stealth (Dex)* - (U) +4
Survival (Wis) - (T) +5
Thievery (Dex)* - (T) +7

Background(Field Medic):

In the chaotic rush of battle, you learned to adapt to rapidly changing conditions as you administered to battle casualties. You patched up soldiers, guards, or other combatants, and learned a fair amount about the logistics of war.

Choose two ability boosts. One must be to Constitution or Wisdom, and one is a free ability boost.

You're trained in the Medicine skill and the Warfare Lore skill. You gain the Battle Medicine skill feat.

Ancestry Features and Feats:
Humanoid (Elf, Human)

Low Light Vision

Ancestry Feat - 1st: Natural Ambition (Animal Companion)
Ancestry Feat - 5th: Elven Instincts
Ancestry Feat - 9th: Multitalented (Fighter Dedication Feat)
Ancestry Feat - 13th: Elf Step
Ancestry Feat - 17th: Ageless Patience

Class Features and Feats:

Draconic Bloodline:
The blood of dragons flows through your veins. These beasts are both fearsome in combat and skilled at magic.
Spell List: Arcane
Granted Spells: Cantrip: Shield, 1st: True Strike, 2nd: Resist Energy, 3rd: Haste, 4th: Spell Immunity, 5th: Chromatic Wall, 6th: Dragon Form, 7th: Mask of Terror, 8th: Prismatic Wall, 9th: Overwhelming Presence

Bloodline Spells: Initial: Dragon Claws, Advanced: Dragon Breath, Greater: Dragon Wings

Focus Points: 0/1 used

Blood Magic: Draconic scales grow briefly on you or one target, granting a +1 status bonus to AC for 1 round.

Ranger - 1st: Hunted Shot
Sorcerer - 1st: Dangerous Sorcery
Ranger - 2nd: Wild Empathy
Sorcerer - 2nd: Familiar
Ranger - 4th: Monster Hunter
Sorcerer - 4th: Arcane Evolution
Ranger - 6th: Mature Animal Companion
Sorcerer - 6th: Advanced Bloodline
Ranger - 8th: Blind-Fight
Sorcerer - 8th: Crossblooded Evolution(Divine - Heal)
Ranger - 10th: Incredible Animal Companion
Sorcerer - 10th: Basic Maneuver - Point Blank Shot
Ranger - 12th: Double Prey
Sorcerer - 12th: Greater Bloodline
Ranger - 14th: Sense The Unseen
Sorcerer - 14th: Enhanced Familiar
Ranger - 16th: Specialised Companion
Sorcerer - 16th: Greater Mental Evolution
Ranger - 18th:
Sorcerer - 18th: Greater Crossblooded Evolution
Ranger - 20th:
Sorcerer - 20th: Bloodline Perfection

Hunt Prey
Hunter's Edge - Flurry

Spells:
Cantrips: Acid Splash, Detect Magic, Light, Electric Arc, Mage Hand, Prestidigitation, Produce Flame, Ray of Frost, Shield
1st level (0/3 used): Ant Haul, Create Water, Magic Missile**, Negate Aroma, True Strike
2nd level Dispel Magic, Gentle Repose, Invisibility**, Resist Energy, Spider Climb
3rd level Comprehend Language(H), Dream Message, Fireball, Haste, Vampiric Touch**
4th level Dimension Door, Fly, Freedom of Movement, Heal**, Spell Immunity
5th level Chromatic Wall, Cone of Cold**, Endure Elements(H), Prying Eye, See Invisibility(H)
6th level Chain Lightning**, Create Food(H), Disintegrate, Dragon Form, Repulsion
7th level Contingency, Fiery Body, Mask of Terror, Teleport(H)**, Tongues(H)
8th level Disappearance, Earthquake, Horrid Wilting, Moment of Renewal, Prismatic Wall
9th level Disjunction, Heroism(H)**, Implosion, Overwhelming Presence, Weird
10th level Gate, Time Stop, Wish

Skill Feats:
(1st): Battle Medicine
(2nd): Additional Lore (###)
(4th): Assurance(Medicine)
(6th): Group Impression
(8th): Skill Training (Stealth)
(10th): Trick Magic Item
(12th): Swift Sneak
(14th): Group Coercion
(16th):
(18th):
(20th): Legendary Professional

General Feats:
(3rd): Continual Recovery
(7th): Ancestral Paragon - Natural Skill (Occultism, Society)
(11th): Incredible Investiture
(15th): Legendary Sneak
(19th): Toughness

Equipment:

Worn:

Leather Armour *(2gp) (1)
Shortsword (0.9gp) (L)
Longbow (6gp) (2)
Arrows [100/100] (1gp)

Waterskin x2 (0.1gp) (Lx2)

Bandolier (0.1)

Bandolier (0.1)

Backpack (0.1gp)
Piton x10 (0.1gp)
Grappling Hook (0.1gp) (L)
Hammer (0.1gp) (L)
Rope (0.5gp) (L)
Pup Tent (0.8gp) (L)
Bedroll (0.01gp) (L)

Belt Pouch (0.04gp)
Flint and Steel (0.05gp)
Thieves' Tools (3) (L)

Bulk 3.9 / 7

Coin = 0gp, 0sp, 0cp

Archibald, Bear Animal Companion 1:

Your companion is a black, grizzly, polar, or other type of bear.

Size Small

Melee(T) (Single Action) jaws (+6), Damage 1d8+3 piercing
Melee(T) (Single Action) claw (+6) (agile), Damage 1d6+3 slashing

Str 3, Dex 2, Con 2, Int -4, Wis 1, Cha 0

Stamina Points 16/16
Hit Points 16/16
Resolve Points 4/4

AC(T) 15

Fort(T) +5 Ref(T) +5 Will(T) +4

Skill Acrobatics(T) +5, Athletics(T) +6, Intimidate(T) +3, Perception(T) +4

Senses low-light vision, scent (imprecise, 30 feet)

Speed 35 feet

Support Benefit: Your bear mauls your enemies when you create an opening. Until the start of your next turn, each time you hit a creature in the bear’s reach with a Strike, the creature takes 1d8 slashing damage from the bear. If your bear is nimble or savage, the slashing damage increases to 2d8.

Advanced Maneuver:
Bear Hug Single Action
Requirements The bear’s last action was a successful claw Strike.
The bear makes another claw Strike against the same target. If this Strike hits, the target is also grabbed, as if the bear had successfully Grappled the target.

Initial Purchases:

Crowbar (0.5gp) (L)
Compass (1gp) (L)
Mirror (1gp) (L)
Healer's Tools (5gp) (1)

Everburning Torch (15gp) (L)

Expanded Healer's Tools (50gp) (1)
Infiltrator Thieves' Tools (50gp) (L)

Minor Healing Potion (4gp)
Holy Water (3gp)
Cold Iron Arrow x10 (40gp)
Silver Arrow x10 (40gp)
Lesser Antidote (3gp)
Minor Elixir of Life (3gp)
Lesser Darkvision Elixir (6gp)
Lesser Comprehension Elixir (7gp)
Lesser Acid Flask / Alchemists's Fire / Bottled Lightning / Frost Vial / Thunderstone (3gp)